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Messages - Barley

#31
Well I wouldn't send my melee fighter into battle without either hiding him around a corner so he isn't shot or giving him a personal shield, so why would I use animals who can't do either of those things and who can't be given artificial enhancements should they lose a limb? At this point animals are just crappy melee fighters.

That said, a pack of huskies make for great post-battle clean-up.
#32
General Discussion / Re: IEDs are now awesome?
December 03, 2016, 12:49:36 PM
Quote from: Alenerel on December 03, 2016, 10:34:56 AM
Now that you say that, 3 raiders were meleeing my turret and it didnt explode, and it was returning fire. Why? Sorry for the off topic.

I think Tynan nerfed the turrets so now they sometimes explode when destroyed instead of always exploding when destroyed. Up till A16 I would build "melee traps" consisting of rock chunks surrounding a single turret in the center of a killbox. The melee specialists would rush the turret, kill it, and then be killed by the explosion because the rock chunks took too long to traverse. I lose some metal, but I kill all the enemy melee troops who would otherwise disrupt the gunline.
#33
General Discussion / Re: A16 Hype
November 12, 2016, 08:49:22 PM
I wonder if we'll be able to intercept incoming pirate raids, or in turn have our convoys raided. Not that intercepting raids somewhere other than at your base with all the turrets is that tactically advantageous.

I also love the idea that a really bad event can be countered by just leaving.
An infestation has manifested in your base!
Pirates have come to siege your base!

Nope! Screw it! I'm leaving now. Cmon, everyone, we're going to visit our favorite outlander town! Maybe come back in a week to see if the pirates beat the bugs or vice versa.
#34
Ideas / Music
September 11, 2016, 10:36:33 AM
This an idea I had to give Artists something else to do in your colony. This would consist of two new objects:

Piano: An artist can play the piano to generate a joy-boosting for everything in a 6 square radius. This is considered work for the person playing the music and is controlled via a "play music" bill. The power of the aura is dependent on the skill of the player.

Radio: An automatic version of the piano. Colonists do not gain as much joy from it as the piano and build up a much faster resistance to radio-induced joy. After all, the radio does not always play the songs you want, and pop songs can get annoying to listen to pretty quickly.
#35
A place to share stories of complete and utter badassery.

For example, one time in the early game I got a manhunting Rhino event. I performed the usual preparations for my colonists to snipe-and-scatter the Rhino to death. All went well until I realized that my rifle colonist was moving ultra-slow. Turns out that I had her smoke a joint earlier to keep her mood up, so she was moving 30% slower than normal. Oops.

That Rhino was going to cut her to ribbons! Fists versus Rhino Horns? Not happening. So in desperation I sent in my only melee colonist, Justin.

Justin fought a Rhino. 1v1. With a Knife. And Won. Wearing nothing but a synthread shirt and pants no less!
#36
Don't forget other animals on the map are hungry, too. Try leaving a corpse out in the open, then shooting any animals that come to eat it.
#37
General Discussion / Re: Another topic about scars
September 03, 2016, 05:59:41 PM
Perhaps an achy scar could "act up" at times, causing a small pain penalty, instead of being a continuous pain.
#38
General Discussion / Re: Qustion about hungry predators
September 03, 2016, 05:56:28 PM
Yea, Tynan needs to fix that. Your colonists run from manhunters, but if a bear is just hungry and looking for a bite to eat your colonists become oblivious to the 3 ton meat-tank running up behind them.
#39
FINALLY! It took 4 Alphas but people finally figured out what I've been saying for years:

Frags.
Kill.
Mechs!

Because the frags do damage to multiple modules, you have a better chance of hitting important components like the brain or 2nd Ring as opposed to the 4th ring or a foot. Its those unimportant modules combined with a lack of pain threshold that makes guns seem so weak. Sheild Bearers supplement this by distracting mechs and letting the grenadiers get close.

I had to endure so many "Mechs OP" threads to see this day.
#40
General Discussion / Re: Trade Goods in A14
August 20, 2016, 07:43:25 PM
I'm pretty sure mass-producing wooden sculptures is the ultimate path to wealth. You can grow trees on a farm making this a source of basically infinite money. The payout increases as artists practice the craft longer. Somebody said weapon crafting isn't worth it anymore but I'm too lazy to test. Cotton cloths can be good, but generally you just vendor trash the enemy's clothes and save the good and untattered apparel for your colony. If you can devise it, a bug colony pays a ton. But that is maintenance-intensive since you need to let the bugs tend the hives but also kill guards and prune excess hives. Maybe furniture selling? Hard to say but you'd probably need a planetary expert in construction to do it. In which case, I recommend wood again.
#41
Ideas / Re: Surgery needs a buff/rework badly
August 20, 2016, 07:29:14 PM
Quote from: lorebot on August 19, 2016, 05:59:13 PM
This was only the case because of the conditions under which surgery was performed. In most cases battlefield surgery in that era was done in a tent without any sort of sterile environment, and often without even sterile tools. There were simply far too many wounded to keep up with and they didn't have time to take even basic precautions at most battles. The weather and environments didn't help matters much. Most of the places that saw battle during the conflict were in the south where it was humid and hot which only made it easier for infections to set in.

Fool! On the Rim, everyone subscribes to the Robert Liston school of surgery!
(https://en.wikipedia.org/wiki/Robert_Liston)
#42
Ideas / New Event: Rodent Infestation
August 20, 2016, 07:22:25 PM
Here's an annoying (but preventable) new event for you: Rodent infestation!

The game spawns a pack of hungry (literally! Food Bar=0%) rats in your freezer, with the number of rats dependent on the amount of food owned by the colony. Likelihood of an infestation is dependent on the cleanliness and light level of your freezer: If a stockpile with food in it sits on dirt-covered-dirt tiles in the dark, that stockpile has a high chance of spawning the event. If the food sits on clean sterile tiles in a brightly lit room, the event will be next to impossible.

I feel this event would be unique compared to the ones we currently have, and incredibly dangerous to large colonies or those suffering from volcanic winters. It's also a great way to make players crap themselves without directly threatening the colonists.
#43
General Discussion / Re: Luciferium
August 20, 2016, 06:20:12 PM
Quote from: Rafe009 on August 20, 2016, 12:36:35 PM
So i gave this drug a bit of thought and it seemed to me that maybe it might be worthwhile to addict a colonist to it who is proficient in combat and during lull periods or low availability you just seal him up in a cryostasis casket.

So you rouse your luciferium warrior if you get ancient ship events, need a bug cleanup, have a siege.

Legends tell of the Lucifarians. From a distance, a peaceful colony with minimal defenses willing to trade with all but the most stubburn of pirates. But beware, for if you intend to harm this wealthy trade post you will face the wrath of the Gatekeepers! Each wearing full power armor, wielding bionic claws and legendary plasteel swords. Hyped up on luciferium and permanently relieved of the ability to feel pain. They are not unkillable, but they are unstoppable! Beware the Lucifarians!
#44
General Discussion / Re: Drug Manufacturing Colony?
August 20, 2016, 06:06:15 PM
Quote from: Travinsky on August 20, 2016, 11:34:51 AM
That's a real shame, still that may change with the official update. I like the idea of adding drug manufacturing to my slave trading, organ harvesting, corpse stripping colony.

You fool! Only stripping corpses? Can you not see the resources your wasting? Refrigerate those corpses, and build a carnivorous animal breeding facility. Now you can put those bodies to use without your cook going insane! Animals breed on their own, so the only cost is the time cost of hauling corpses into the fridge and electricity. Animals leave no remains, so no need to worry about desiccation.
#45
Feasts are like parties but rely on plentiful food. The event could only trigger if the player's stored, say, x nutrients per colonist. Those who attend the feast basically gorge themselves like the soft mental break, but now they get a happiness bonus for each meal they consume.

On another note, should parties, feasts, and marriages be player-controlled events with certain prerequisites? Or do you feel its better to have these be random events?